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Unity SDK

com.wingblaze.sdk (UPM package) exposes the canonical surface in C# over the native SDKs. In the editor, every call is a logged no-op so play-mode iteration never needs a device.

csharp
using WingBlaze.Sdk;

WingBlaze.Init("app-id", "https://api…", "https://ingest…");
WingBlaze.EnablePush(ids => Debug.Log($"registered {ids?.SubscriberId}"));
WingBlaze.Login("user-123");
WingBlaze.AddTags(new Dictionary<string, string> { { "plan", "pro" } });
WingBlaze.TrackEvent("level_complete", new Dictionary<string, object> { { "level", 7 } });
WingBlaze.SetDeepLinkListener(link => OpenScreen(link));

Platform wiring

  • Android: Plugins/Android/EngageUnityBridge.java compiles into the Gradle project; include the WingBlaze Android SDK sources + Firebase messaging via a custom mainTemplate.gradle. Notification opens are beaconed and surfaced through the deep-link listener (cold start handled in Init).
  • iOS: add Plugins/iOS/EngageUnity.swift and the WingBlazeSDK sources to the exported UnityFramework target; forward didRegisterForRemoteNotifications and notification taps to EngageUnity from UnityAppController (two one-line calls, shown in the file header).

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